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  1. Dries390

    Drisius' Map(ping and Mapping Accessories)

    Much of this stuff is procedurally generated though (everything with purple tiles) meaning I actually had very little (nothing) to do with it. The other stuff, like most of my map, needs detailing. I'm currently trying to get Remere's to automatically do "hand-crafted" borders and then I'll...
  2. Dries390

    Drisius' Map(ping and Mapping Accessories)

    I went back and added some basic tiling + bordering and I think it looks much more finished now. It still tends to randomly generate rather large empty spots but I'm sure fiddling with the parameters will fix this.
  3. Dries390

    TFS 0.X Kill "x" monster and appear a boss

    I was just staring at this; line 13 setGlobalStorageValue(cid, getGlobalStorageValue(storValGlobal) + 1) shouldn't that be setGlobalStorageValue(storValGlobal, getGlobalStorageValue(storValGlobal) + 1) Edit: Bah, beaten by 20 minutes :p
  4. Dries390

    TFS 0.X Kill "x" monster and appear a boss

    Are you sure it's not related to your previous issue? https://otland.net/threads/7-72-djins-dont-die.275942/ Does it work for regular trolls? I upgraded from 0.X years ago so I can't be sure what might be the matter here.
  5. Dries390

    TFS 0.X Kill "x" monster and appear a boss

    You could take any regular old script for killing creatures and use Game.setStorageValue(num, val) to keep a global count. Might be an interesting exercise. 1668741547 I quickly whipped up an example for you. bossSpawn.lua in creaturescripts/scripts local mob = "Troll" local bossName =...
  6. Dries390

    How do i change a single item spr

    Use an appropriate version of Object Builder and replace the sprite. Should be relatively straightforward if you're using OTClient.
  7. Dries390

    TFS 1.X+ The script does not want to run despite the correct functions and registration in login.lua

    That's so specifically weird, I wouldn't have any idea about VPS's though. Hope you can resolve it but I think someone with more experience should probably read this. The only possibility (bit far-fetched perhaps) is that there's some undefined behaviour somewhere such that the problem occurs...
  8. Dries390

    TFS 1.X+ The script does not want to run despite the correct functions and registration in login.lua

    I just did a quick little test; are the names, even the capitalization, identical? It's the only thing I can think of why it wouldn't work. I changed (on my server) player:registerEvent("ScarabCaves1") The 'S' of 'Scarabcaves1' to lowercase or 'scarabcaves1' with <event type="kill"...
  9. Dries390

    TFS 1.X+ The script does not want to run despite the correct functions and registration in login.lua

    Did you register the event in creaturescripts.xml? I've used the same function as follows: <?xml version="1.0" encoding="UTF-8"?> <creaturescripts> ... <event type="advance" name="PromotionLetter" script="promotionLetter.lua"/> ... </creaturescripts>
  10. Dries390

    Drisius' Map(ping and Mapping Accessories)

    Very cool concept, watched it multiple times and I'll definitly keep it saved somewhere! Yeah, it was more an exercise of seeing if I could procedurally generate a zone in any consistent fashion; could probably use a bit more detail, which I'll definitly look into in the future. I'm currently...
  11. Dries390

    Drisius' Map(ping and Mapping Accessories)

    I've been revisiting my map recently while working on Remere extensions and I thought some people might like this concept. I present The Dream (patent pending), a zone that is procedurally generated on server startup. A seemingly abandoned farmhouse seems to harbor a portal to a much more...
  12. Dries390

    Item Editor - Delete Button

    BACK UP YOUR .OTB BEFORE YOU READ THIS! I tried to add a delete button to the item editor, for those unhandy little mistakes. It deletes the last item added so you don't have to reload when you flub it. https://github.com/Drisius/ItemEditor (Ignore the changes to Program.cs and...
  13. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Final update for a while, not directly sure if anything needs fixing at the moment. My central question was the following; if you, the player, can see through water, why can't your character? This should fix this. data\event\scripts\player.lua function Player:onLook(thing, position, distance)...
  14. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Another tiny update (I'm currently brushing up on C++ so it's nice to finally dot some i's). Mapping transparant tiles is currently rather annoying (I had to keep logging in and checking if everything lined up), so I added a (very rudimentary) bit of code to make anything selectively...
  15. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Hello again everyone; Minor update for those who are either still following or stumble on this at some point in time. I fixed the shifting of the underground layers with respect to above ground because it was both annoying and confusing. Simply change the following few lines: map_drawer.cpp...
  16. Dries390

    TFS 1.X+ Quest Chest gives Key for special doors.

    5150 isn't even a door (atleast in in my version), is this the door you're testing it on? Could you post a picture of the door?
  17. Dries390

    TFS 1.X+ Quest Chest gives Key for special doors.

    So i'm guessing you're receiving the key but are unable to open the door? Remove <action actionid="4600" script="quests/keychest_pergamon_graveyard.lua" /> from actions.xml.
  18. Dries390

    TFS 1.X+ Depot Chest not saving

    I was able to fix it with the following C++ modifications: iologindata.cpp bool IOLoginData::savePlayer(Player* player) l. 797 - l. 869 if (player->lastDepotId != -1) { //save depot lockers query.str(std::string()); query << "DELETE FROM `player_depotlockeritems`...
  19. Dries390

    TFS 1.X+ Depot Chest not saving

    Hello everyone, I've run into some trouble concerning storing items in the depot. Any item stored INSIDE the depot chest will cause the error in the picture. It seems like the items inside are being saved into player_depotlockeritems with identical sid's to the ones outside the box. Normally I'd...
  20. Dries390

    TFS 1.X+ Unable to pzLock players

    The ability to PZ-lock players was apparantly removed and the code above is for logout blocks. I managed to solve this problem by reintroducing a function to PZ-lock players. WARNING: untested past several basic tests, use at your own risk! luascript.cpp, around line 2224...
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